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About this mod

Adds EyeBots to the Robot Workbench as proper constructible, customizable companion robots as they should've been, including Sonya and ED-E's frames, tonnes of paint jobs and loads of other unique modifications! Includes optional Far Harbor addon with The Thing You're Thinking Of from Far Harbor! Fly Far Fly Fast!

Permissions and credits

Credits and distribution permission

Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets

Upload permissionYou are not allowed to upload this file to other sites under any circumstances

Modification permissionYou must get permission from me before you are allowed to modify my files to improve it

Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances

Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file

Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Console modding permissionThe author uploaded this mod to Bethesda.net and it is available for console users

Author notes

Feel free to make compatibility patches for this and your mods to resolve conflicts without asking permission first, though if you let me know you have it'd be cool (always neat to see what other people are working on, especially in Automatron).

You may absolutely not use this mod or any part of it in any way, shape, or form (including as a reference on how to achieve something) for a mod that requires payment for purchase, support, updates, or anything like it. Accepting donations is fine (as long as it is done in line with the Nexus rules on the topic), but that's the limit.

File credits

Mkdo40 - for the ED-E/Duraframe Textures.Brandoman, neeher and cdante of Old World Radio - Boston for permission to make the OWRB Addon.matzman666 - for publicly providing script samples and sources, many of which were used as references for this mod's scripted components.

Fixed:
-Fixed issue causing new game start freezing when used with certain other mods (eg WoTC)
-EyeBots now explode and turn to ash on death rather than the previous somewhat glitchy method. This does mean they can't be revived, though.
-YK42B firing sound is no longer in Deafening Stereo, instead it is now in Deafening Mono.
-Junker Frame should now increase the damage of bullet weapons as intended.
-Maybe some other things I've forgotten.

Changed:
-Improved the Duraframe Model (vents, again)
-Added conditions to the two remaining non-DLC weapon types that required weapons to be present in the inventory to show up (to avoid spoilers) which will now make them appear permanently in the weapons menu once met.
-Headlamps are now higher (on the base of the centre antenna) to avoid blocking the decals. I don't like it as much as their previous position but a couple of people asked for it and I feel like just as many people are avoiding using them because of that as will stop using it because of the reposition.
-Prototype Frame's antennae are now a little less stiff.
-Buffed defenses of all frames to bring them a bit closer to other automatrons, narrowed the gap between non-duraframes and duraframes.
-New Venom Launcher mesh (previously named Acid Launcher).

Far Harbor Addon
New:
-8 new Vim! Decals (two for each flavor)

Changed:
-Completion of certain quests will now cause the two DLC weapons to permanently show up in the workbench regardless of whether or not they're in the inventory.

Version v1.5a

-FOMOD installer with all optional addons included.
-Major rework of locational damage and VATS targeting.
-Textures redone with BC7 compression (Nexus only)
-Higher quality specular/normalmaps (quartered uncompressed instead of full size compressed)
--Duraframe panel details brought forward in painted textures for more varied, less "lazily dipped in paint" appearance.
-New Brutal Frame, Super Mutant flavoured, damage increases as health decreases
-New Rock Launcher weapon, think Behemoths. Don't take it too seriously.
-New EyeBot Solar Scorcher weapon, deals heavy damage with a good rate of fire during the day and carries a perception damaging effect, but has heavily reduced damage at night
-New EyeBot Symmetrizer Secondary Misc. Mod, boosts nearby allies' Charisma by 2.
-New Airlift Propulsion System Upgrade, increases carryweight but doesn't boost speed.
-New Custom Radio Tuner, tunes into whatever the pipboy is playing when it is built, can be updated through the Uninstallation/Utility holotape on the fly for current companions.
-New Commonwealth EBS Tuner, plays the emergency broadcast from the start of the game.
-New "Hardened Plating" Duraframe Misc. Accessory, +5 Damage and Energy Resist, no change to appearance.
-New Mod Type: Proximity Controller, allows selection of follow distance and standard following or ranging behaviour (like Dogmeat)
-New Mod Category under Legs: EyeBot Misc. Mod. Contains various unique effects, some with VFX, others based on or similar to unstable effects, a couple of specialised ones.
-Sparks Stuff:
--Spark Unit EyeBot Misc. Mod, same as sparks special sparking/smoking/zapping tesla coil thing
--EyeBot Bolt: EyeBot Laser with lightning projectile, damage split between physical and energy to fill the gap between Laser and .38
-Sonya Bonanza:
--Face Paint and Decal Compatibility for Excavation Frames (Sonya's paint is now a separate option available for all EyeBots under the name Excavation Paint)
--New Excavation Frame MKI: Close-range, huge damage, wide area explosion with diminishing damage over range and randomised knockback chance dependent upon distance, no player damage.
--New Excavation Frame Addons: Various addons with similar effects to the base frame variants
--New Excavation Duraframe: Less defense than a regular Duraframe as it's more exposed, similar weapon to MKI but less powerful (tradeoff for vastly improved defences).
--New Excavation Duraframe Variant mod type: Similar to Duraframe Misc Mods, but for the Excavation DuraFrame
-Uninstallation holotape Utility Functions to help mitigate some issues caused by bad uninstalls. Very strongly suggest reverting to a prior save though, and you should still be just as careful when uninstalling. See description further down for details.
-M.I.L.A. Frame Customization: 17 Screen/Glass options (4 Glass, 12 Glow, 1 Mr. Handy Iris), 34 Body Paint options and 34 Accent Paint options.
-Far Harbor addon: 10 new color options for the exclusive frame, under Paints.
-Individual projectile origins for each weapon
-EyeBots that use Non-EyeBot Core torsos will fire from the centre of their torsos (for it to take effect on pre-existing ones, you'll need to take them back to the robot workbench, hover over the list of mods in any mod type (eg misc. torso mods) and exit for it to take effect)
-Alien Blaster now has glow
-Firespitter and Excavation Blast sounds no longer stereo
-Improved install script with more checks so if uninstalled and saved with the script still present future installs to that save won't be messed up.
-AI mods changed to use setvalue scripts instead of temp modifiers (which caused resets)
-AI mods renamed Behavior Protocols
-Radios changed to use MGEFs instead of armors for greater reliability etc
-Changes to radio script to prevent skipping of tracks for most radio stations (Atomic Radio still skips, but vanilla and OWRB stations don't).
-EyeBot Laser is no longer affected by any paintjobs bar the Minutemen one, as per vanilla performance. Upgraded laser is still affected.
-Laser part of Laser Musket mesh now affected by Minutemen paint.
-Changed normalmaps for Worn Duraframes
-Fixes to Pre-Nuclear Propulsion System propulsion system upgrades so they have more noticeable effects
-Various changes to base stats of items and eyebots, including balanced Energy/Damage resist on the base torso and increased base carry weight
-Reduced defensive penalties for Duraframe Addons
-Duraframe Shield Generator Packs fixed to reduce damage by 5% rather than accidental 95%, defensive penalty reduced to keep them viable
-MILA frame now correctly applies perception boosts and has an additional effect that extends the range of cloak addons (anything that says "nearby allies" or damages nearby opponents)
-Enchantments changed to new ones using custom MGEFs, wasn't as helpful as I'd hoped but should be more stable/maybe let me do stuff in future.
-BB Gun LE is now correctly on the prohibited list for frames with inbuilt weapons
-Duraframe Misc. Mods use their own Misc. Items now
-Plasma Caster and Turbo Plasma Caster now use their own Misc. Items.
-Changes to some recipe requirements.
-Cloaking Device moved to new EyeBot Misc. Mod category
-Far Harbor Addon: exclusive frame no longer distorts during movement
-Excavation frame wires now remain wires when using non-Excavator Paint paintjobs.
-Duraframe Zapper and Blaster are now prefixed with "EyeBot" for consistency.
-Institute Bumper texture corrected.
-Metallic Blue bumper texture corrected.
-Enclave Duraframe texture altered to make the tubes etc look more distinct.
-Some other textures tweaked slightly.
-Junker Frame now deals +5% damage with Ballistic Gun-Type Weapons (excluding Gauss).
-Prototype Frame now boosts nearby allies' energy damage by 5%.
-YK42B bonus damage now also applies to synths.
-EyeBot Mesmetron now induces fear in opponents below level 50 and damages perception condition (may or may not also be capped to 50).
-PPK12 nerfed noticeably, it's still one of the most effective weapons available, befitting it's (now slightly heftier) requirements.
-Stagger chance on a number of weapons decreased to 30%. Gauss, Nailgun and the Far Harbor Addon weapon that is vaguely like the nailgun retain their previous chance.
-Far Harbor addon Frame's inbuilt weapon fire rate and accuracy nerfed slightly to make it marginally less crazy.
-Other miscellaneous tweaks to weapon effects, range, and accuracy.
-FireSpitter MKII has been renamed Supercharged FireSpitter.
-Slightly more ordered weapon menu
-New Install script updated to attempt to work with Alternate Start mods that skip MQ101.
-Various other bugfixes and tweaks

Version v0.9b

Version v0.9a

Major Update:
*Changed underlying way constructible EyeBots work (allowing me to do the things in this update and hopefully fixing some bugs.)
*Added paint (2500 combinations of frame and shell.)
*Renamed Brotherhood, Minutemen and Servomech frames and changed paint to regular eyebot scheme.
*Swapped old Brotherhood and Servomech effects. *Added new Sensor Package, using EyeBot AI for those who like that, while still having the accuracy and perception bonus from the top one (Advanced Targeting System).
*Added new frames:
**EyeBot Amplified Frame: (reduces energy resistance (-20), increases energy damage (approx double, I think, the effect is applied really unclearly and doesn't show in the workbench, so I had to run field tests)),
**EyeBot Excavation Frame (Sonya) – only available with the EyeBot Propulsion System, prevents use of an EyeBot Weapon, adds a large-radius explosive attack using Big Dig Visuals. Only affected by Shell paint due to the way the mesh is set up, and the wires on the orb get turned into solid strips (would be pretty easy to fix had Bethesda not decided to use a Grayscale+Gradient thing for a single texture, for no discernible benefit).

Version v0.1c

Eyebot Thruster can now be used with other torsos, allowing you to remove the EyeBot torso from your robots and change back to another. Fixed a small mistake I made that changed a vanilla thing, shouldn't cause problems, but it's fixed now either way.

Version v0.1b

Version v0.1

Initial Release

Note: If you were using the Passive/Pacifist AIs on any of your Automatrons prior to v1.5, please get them into the Robot Workbench, open up the Behavior Protocols (new name for AIs) category and hover over the various options in there to update to the new versions of the effects. It's also a good idea to do this with any EyeBots nearby when you load the game, and go visit any others you have (loading the cell they're in will update their effects).

AUTOMATRON EYEBOT COMPANIONS

When Automatron was announced, I was ecstatic at the prospect of travelling once more with my favourite little buddy from the Mojave. I raced through it because I was told there were buildable EyeBots at the end, only to be bitterly disappointed by what were basically fetch quest bots that wouldn't accompany me on my journey into the bowels of hell (especially when the first one sent me to Medford Bloody Memorial Hospital for the hundredth time).

Anyways, I really, really wanted to hang with my little buddy again so I decided that if Bethesda weren't going to do the right thing, I'd do it myself. And here we are.

Fly Far, Fly Fast!

v1.6a: Nuka-World! (Finally)Who has time for fancy update images? Not me! (No, really, I don't).

v1.5a: I Was Actually Just Going To Do Some BugfixingThere's too much here to make a graphic for so I'm going to list the new features and put the less important stuff in a spoiler. Sorry for being boring!

New AdditionsFOMOD installer including all addons: Convenience!Textures redone with higher-quality BC7 compression and higher quality normal/spec maps - Nexus Exclusive!Higher quality specular/normalmaps (quartered uncompressed instead of full size compressed)Nicer Duraframe Paint textures - Now slightly less "dipped in paint"-lookingNew Brutal Frame: A (very) vaguely super mutant-flavoured companion that doesn't hate everything you do.New Rock Launcher weapon: Why should behemoths have all the fun?New EyeBot Solar Scorcher weapon: Great during the day, mediocre at night, don't stare directly at it.New EyeBot Symmetrizer: Makes you almost as charming as alcohol makes you think you are!New Airlift Propulsion System Upgrade: +30 carry weight for those who need haulage.New Custom Radio Tuner: Play back anything you can play on your radio and change it on the fly!New Commonwealth EBS Tuner: For those who miss the announcements of the nuclear apocalypse.New "Hardened Plating" Duraframe Misc. Accessory: If it ain't ED-E, and it ain't a Racer, here.New Mod Type: Proximity Controller: Get in your face, mind your personal space, follow or escort.New Mod Type: EyeBot Misc. Mod: Exciting effects, many previously limited to unstable mods!Far Harbor addon: 10 Shades of Data Streams for your exclusive frame!Updates/Improvements to old items: See spoiler below for more details!Locational Damage and VATS targeting: Immersion for awful people who shoot EyeBots.

-Sonya Bonanza-Face Paint and Decal Compatibility for Excavation Frames (Sonya's paint is now a separate option available for all EyeBots under the name Excavation Paint).New Excavation Frame MKI: Close-range, huge damage, wide area explosion with diminishing damage over range and randomised knockback chance dependent upon distance, no player damage.New Excavation Frame Addons: Various addons with similar effects to the base frame variants.New Excavation Duraframe: Less defense than a regular Duraframe as it's more exposed, similar weapon to MKI but less powerful.New Excavation Duraframe Variant mod type: Similar to Duraframe Misc Mods, but for the Excavation DuraFrameUninstallation holotape Utility Functions to help mitigate some issues caused by bad uninstalls. Very strongly suggest reverting to a prior save though, and you should still be just as careful when uninstalling. See changelog further down for details.

WHAT IT DOESAdds EyeBots to the Robot Workbench. They work like any other Robot companion, and have a broad range of customisation options including copious aesthetic options and radio playback, numerous effects and the ability to be used with other robot legs (though it looks a little odd). Yes, it includes Sonya's frame (Excavation Frame + Excavator Paint), and yes, thanks to thanks to the generous texturing of mkdo40 (whose mod Wasteland Imports you should definitely check out if you're finding yourself missing the Mojave) there is now a Duraframe (ED-E!), with optional numberplate and sticker. AEC aims to feel like a regular part of the game without forcing itself on you.

Obviously, AEC requires Automatron.

INSTALLATION INSTRUCTIONSMost important thing: if you haven't already, please follow THIS GUIDE RIGHT HERE to properly enable mods.If you get crashes when selecting EyeBot mods, make sure you have (or still have) the following three lines in your Fallout4Custom.ini inMy Documents\My Games\Fallout4\

[Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal=

Now onto mod installation instructions:Install the mod manually or through your mod manager as you would any other (I've tried to name the fomod folders sensibly for the former group). I use NMM and test stuff with it, for what it's worth.Before you install it, back up your save manually (I'm not sure if survival detects this or not but if not I'd very suggest it for AEC and any other mod you install.)Once in game, you just need to wait a few seconds so that the formlist updater script can run before you use the robot workbench (it runs on every load but checks if it needs to make each change so on later loads the wait shouldn't be necessary unless something messes up the formlists). In the meantime, read the one-time warning message about uninstallation: it's suuuuper important as if you uninstall without following specific instructions you WILL break your Robot Workbench nigh-irreparably! Once you get a message in the top left corner of your screen saying the installation is done, you're good to go.

I strongly recommend that you try the mod out right away after installing it to decide whether or not you want to keep it - obviously this means waiting until you get access to the robot workbench (the mod makes its edits immediately on first load with it installed, even if you don't have access to the RW) and maybe using the cheat recipes addon if you want to get an idea of the full capabilities of the mod. If you decide you don't like it, exit the game, delete the mod and revert to a save made prior to installing it (which won't require using the uninstaller, seeing as the mod was never installed on that save.)

Note that this advice isn't specific to this mod, or even to scripted mods - it goes for every mod out there. Consider it a PSA of sorts.

MISC NOTES/ADVICE

IMPORTANT NOTES:Behavior Protocols/Proximity Mods: If you have another mod that controls Aggression, Confidence, Follow Distance or Follow Behavior, don't use those effects and the equivalent functions of AEC mods on any NPC simultaneously, or odd behavior may occur. AEC does it in the conventional manner, using a SetValue script (necessary for aggression to prevent random robot resets), so any issues aren't from doing weird stuff on my end.

COMPONENT LISTS:The component lists for many of these items don't fit on Bethesdas gigantic console-focussed interface without scrolling. If you think you have all the ingredients and perks and the recipe is still grayed out, please try scrolling.

Various Paint/Decals:A lot of the Paints/Decals, especially those for factions from this game and others, have minimum level or quest requirements (usually completion of the first quest in that faction's quest line). The cool yellow frame with the lightning ball in the pictures above requires completion of a quest called The Big Dig.

Atomic Radio Tuner:For this tuner to work you'll need the Atomic Radio mod, found on Bethmods or here (download link is in the menu at the top). It's great and I heartily recommend it. Note that while I've managed to stop OWRB and vanilla stations from skipping, Atomic Radio still does when changing mods on a robot. Depending how other Radio Mods do things, the Custom Tuner may or may not cause skipping.

Custom Radio Tuner:As its description states, it will play whatever your pipboy radio is playing at the time it is built. If the pipboy radio is off, it will be off. You can change what any companions equipped with it are playing to what your pipboy is playing via the [AEC Uninstallation/Utility Holotape]. It will play back anything you can tune into via your pipboy, including mod-added radio stations and limited-range vanilla broadcasts so yes, that means you can have your pipboy, the in-game announcement system, AND an EyeBot all playing the dulcet tones of Emergency Frequency RJ1138 simultaneously! Wonderful!

MOD TYPE RUNDOWN(Missing a couple of things for v1.5a, a proper, very detailed readme is in the works!)EyeBot (Submersible) Propulsion System (Legs) - Makes it an actual EyeBot with working EyeBot weapons etc. Precludes arms. EyeBot Propulsion System Upgrade (Legs): Improves movement speed.EyeBot Core (Torso) - Needed for EyeBot Frames, needed for most EyeBot mods. Prevents use of a Head.EyeBot Frame (Torso) - This is what makes it look like an EyeBot, and also acts as Armor, though it may have other effects.EyeBot Sensor Package (Torso): Like the Mr Handy eyes, sets the Combat AI, can improves perception and eventually accuracy. Requires EyeBot Torso.EyeBot Behavior Protocols (Torso) - Determines the aggression and confidence of your EyeBot buddy. (Previously EyeBot AI)EyeBot Hat (Torso) - Choose a hat - generally requires the appropriate hat in your inventory to show up and a piece of cloth (or fiberglass in some cases) to build.EyeBot Radio Tuner (Torso) - Select a Radio Station for your EyeBot to play, or No Radio to turn it off.EyeBot Headlamp (Torso) - Adds a headlamp to the EyeBot. Like any other companion headlamp, it turns on at night, and turns off when you sneak.EyeBot Secondary Misc. Mod (Torso) - Duplicates of the regular Misc. Mods so you can have more than one, enhancing EyeBots' utility. Also includes a unique EyeBot Cloaking Device, applying a stealth boy effect to EyeBots when you sneak (as Automatrons don't appear to sneak, making them bad for stealth builds).EyeBot Duraframe Misc. Accessory (Torso) - Exclusive to the Duraframe, choose an Accessory, including ED-E's numberplates!EyeBot Duraframe Customization (Torso) - Exclusive to the Duraframe, adds some of the addons from regular frames to Duraframes, with diminished versions of their original effects, plus a new Shield Generator Packs option!Numerous Paint Menu options depending on frame: There are tonnes and tonnes of options here, they're all aesthetic only. EyeBot Weapon (EyeBot Weapon) - Requires EyeBot Thruster for technical reasons. Primary weapon type for EyeBots.

Q&A>My game freezes when starting a new game>>This shouldn't happen any more, but if it does, disable the mod until you've got control of the character and accept my apologies for the inconvenience.

>Why are some of these mods so expensive/hard to get?>>Recipes have been made significantly cheaper as of v1.3a, so if you were put off by it before it may be worth giving it another shot now. As for requirements, EyeBot tech in the Commonwealth is kinda limited aside from groups/people that would know a bit about robotics, science etc, and I felt perk requirements were kinda underused by the DLC, given the subject matter (especially Robotics Expert). If it's still too much, the Cheat Recipes addon can help.

>My EyeBot runs away instead of fighting!>>Poor little fella is scared, it doesn't understand violence. If you wish to shatter its illusion that the world of Fallout is one in which a small, orb-like robot can survive without resorting to casual brutality, give it an EyeBot Weapon and maybe change its AI package. If that doesn't work let me know what weapon it's using and also open the console, click on the robot, type "showinventory" and post what it returns, if you can.

>Why aren't there any Automatic weapons (or proper flamers)?>>EyeBots don't have animations for anything but single-shot weapons. Yeah, it annoys me too and I might find a way to work around it once the GECK is out and I can see what's going on a little better. If it's worth anything, I found out when I was doing what I thought was the final batch of testing, and in response I stayed up late adding about half of the weapons that are now in there (including the FlameSpitter and Cryolator, which both took a good while to figure out), just so there was still a good variety.>>UPDATE: I experimented with swapping the regular attack animation to an automatic one, and while the weapons became automatic, they also failed to stop firing before my little buddy turned to face me, which was both adorable and quite painful. Don't know if I'll be able to do this until .hkx files are better understood.

>Does doubling up on Hacking, Lockpicking, or Recon Sensor mods do anything?>>Nope. You should probably avoid it in case clashes occur, but I've not had anything really bad happen as a result of it.

>What about the others?>>Yeah, should do. Numbers say it does.

>My EyeBot weapons don't work!>>This is likely a conflict with another mod that allows the use of arms with parts that otherwise wouldn't allow them. This shouldn't happen with vanilla parts but changing from mod added parts can cause it. For those affected, the solution should be to go back to the workbench, change to non-EyeBot legs, select no arms and no hands for both arm slots, make sure you don't have any Shoulder Launchers attached either, then change back to the EyeBot Propulsion System (and re-add any other mod types linked to it (EyeBot weapon etc)). The EyeBot is trying to use the hand weapon and doesn't have the animations for it. This should remove those weapons, fixing the issue.

>Modification options aren't showing up!>>Probably an installation or download issue.1: Make sure the mod is active in the in-game mod menu (th1nkEyebot.esp)2: Make sure you waited at least a minute before using the robot workbench.3: Double check the INI edits in the install instructions are present, this has been the cause for a few people now!4: Delete the mod (no need to use the uninstaller, just don't load and save the game without the mod active in the meantime), redownload it, read the installation instructions thoroughly and try again.5: If you previously uninstalled without removing AEC's files from your directory but did follow the instructions correctly, fully remove AEC's files (especially the scripts, all of which are prefixed by "th1nk"), load the game, wait a few minutes, save the game, exit, try installing again on the save you just made.6: Failing all of the above, try the Force Install option in the utilities submenu of the [AEC Uninstallation/Utility Holotape]7: At this point I'm basically out of ideas. Maybe it's some esoteric mod clash from someone who has added a bunch of bad edits to the order-critical formlists (see Compatibility and Notes For Other Mod Authors below) or done something odd in an install script or you've badly uninstalled another Automatron mod (try the Robot Workbench Fixer in the Uninstallation/Utility Holotape).8: If you don't even have the holotape, download the Holotape adder addon, if that doesn't give you anything then you've definitely done something wrong with activating the mod.

>Meshes aren't showing up!>>Double check your INIs for the edits in the installation instructions (I do mean double check, people have been certain of it only to find that they've magically disappeared!). Failing that, Uninstall and Reinstall the mod in your mod manager (no need to follow the full uninstall guide in this readme/description as long as you don't load and save the game without the mod active), the files possibly haven't unpacked right. If you're updating from v0.1c or earlier this will probably happen due to the significant changes made to the underlying mechanisms of AEC. Take your EyeBot to the Robot Workbench, remove and readd the modifications you want, and it should be fixed. In more recent cases, this has been caused by the lines to allow non-archived files being missing from FalloutCustom.ini. Check the installation instructions, the info on that is at the top! :)If you're talking about EyeBots being invisible after uninstalling, you didn't uninstall right or check it properly afterwards! Reload a save from beforehand and follow the instructions carefully or attempt to salvage what you can with the [AEC Uninstallation/Utility Holotape]!

>I told my EyeBot to farm and now it's just sitting in one place!>>You asked a robot that doesn't have any hands to pick vegetables for you. It will - it is, it's just concentrating incredibly hard to do so, all so it doesn't disappoint you by not meeting its six-unit quota.For real though it's an animation thing and we don't have the tools to fix it (at least not without causing a way more serious bug). It's just the animations, food should still be produced normally and once reassigned they'll start moving again. I suggest assigning them to Scrap duty, they behave more sensibly AND it fits them thematically.

>I used the Standard AI mod in V1.2a and now my EyeBot is more passive than it should be!>>Yeah, I messed this up, I'm sorry. It's fixed in 1.3a, but to fix already affected robots you'll need to change the Torso to a non-EyeBot Core Torso and back. Again, apologies for the inconvenience. If you've skipped 1.3a, the same applies, AIs are now called Behavior Protocols.

>I don't like [thing] about hats/other clearly not 100% serious thing!>>Please do not take the optional hats/optional other clearly not 100% serious things seriously. Ignore them. Or remove the ap_th1nkEyebotHatKYWD from the Object Modification th1nkEyeBotTorsoTorsoOM "EyeBot Core" (02000803)

>I like hats, can you make them for other robots?>>The way I did it isn't directly transferable to other robots and also takes a fair bit of tedious work. I also think someone was working on it already and I don't really have much interest in (or time for) doing so myself.

>Can you make paint for other Automatrons?>>Paints are a TONNE of work, and other Automatron parts use Palette mapping which I don't fully understand, so it would be difficult for me to apply the paints there even if I were willing to put in that much work into something I'm not all that fussed about. Also I don't really have the upload speed to be managing another mod with lots of texture files.

>Can you do x mod?>>I probably won't, I tend to focus on one thing at a time and work really hard on it, then move on to something very different. I don't really want to do anything else in terms of significant fallout 4 mods, would rather get back to designing/building guitar effects pedals. I may be able to give vague, cluttered, stream-of-consciousness pointers on how to go about doing things if you really need it, I'm not a very good teacher though as I do most things as I go.

>Can you add x from another game (including Bethesda games), such as ED-E's battle noises?>>Not legally! As for the battle noises, I tried to find a convenient way for people who had the files to put them into the game, but in the end even doing as much as I could, users would still have had to use tools to convert .wav to .xwm for them to play reliably, so I doubt anyone would really have used it, and most who could do that can probably go all the way and replace the "Aggressive Bleep" files with those anyway, or maybe even add a new voice/new conditions for a voice checking the race for the two used by AEC (to work properly you also need to add NPCs with those races and the voices you want to modify with conditions/new voice you want to add).

>Can you add a Lonesome Road ED-E Frame?>>Believe me, I'd love to, but while I've improved drastically at texturing while making this mod, I'm still only capable of working on small objects and my normal and specular mapping skills aren't really good enough to make a large model look right. However, if you are interested in texturing an LR ED-E model (requiring diffuse, normal, and specular maps, quite possibly for the entire EyeBot due to the different shape of LR ED-E), then I can probably finish a model of it to make it happen, and obviously provide whatever support I can, as well as credit on the page, credits tab, update note, and wherever else relevant that I can fit it.

>I can't rename my robot(s)!>>Base game bug. Finish remaining quests involving Kellogg and you'll be able to do so.

>My Automatron reset to an armorless Protectron, WHAT HAVE YOU DONE?>>Assuming the robot didn't have the outdated Passive/Pacifist Behavior Protocols from v1.3a, this isn't AEC's fault! There was a bug with the Unofficial Fallout 4 Patch and Patch 1.6 which causes settlers, including automatrons, to reset (and maybe some other things with settlements). While UFO4P has been updated to fix this since, the fix apparently isn't retroactive (though Bethesda are supposedly looking into that). In addition, I believe the cell reset bug also affects Automatrons, so there's that too. It's also very possible that the issue with those AIs on Provisioners was also related to this.

>The Inferno/Frostbite unit VFX are HUGE>>This happens with headlamps. Nothing I can do about that, just don't use them together.

>My EyeBot exploded! How do I get it back?>>Reload your save. This is necessary due to some annoying stuff with skeletons/collision data etc and my previous workaround was glitch-prone.

>I can't reload to fix a thing, I'm playing survival!>>Being careful about everything is part of survival - if it weren't intended to be a matter of risk both within game and of the save file itself, surely Bethesda wouldn't place a limit on the number of save files in a game notorious for bugs that take a while to show up and require reloading very old save files, that'd be silly and irresponsible of them now, wouldn't it? I've done everything possible to warn you in this documentation, and everything possible to include methods to fix things or avoid issues within the game itself - far more than a lot of mod authors will. If that's not going to be enough for you then Don't Use This Mod.

>The holotape is ruining my immersion please delete it>>Open it up. Select Holotape Management. In there you can make it removable, just don't lose it because you will need it if you decide to uninstall.

>Why can't I make my EyeBot self-destruct?>>(Aggressive Bleep)

OPTIONAL ADDONSI've added a couple of optional addons over time (all but the Holotape Re-Adder are included in the FOMOD installer from v1.5a onward), here is what the current ones do:

1. Far Harbor Addon: Adds content from Far Harbor. It's polite to use spoiler tags when discussing in the thread. Don't deactivate/uninstall this on a save you've used it in without uninstalling the mod in its entirety or bad things may happen!

2. Nuka-World Addon: Adds content based on Nuka-World or using its assets (mostly paint jobs that use the new normal/specular maps). Also polite to use spoiler tags in the thread. Don't deactivate/uninstall this on a save you've used it in without uninstalling the mod in its entirety or bad things may happen!

3. Far Harbor+Nuka-World Extra Content: Adds content based on both Far Harbor and Nuka-World assets (thus can't be included in the base FH addon). Installed automatically by selecting to install both Far Harbor and Nuka-World DLC Addons in the installer. Don't deactivate/uninstall this on a save you've used it in without uninstalling the mod in its entirety or bad things may happen!

4. Cheat Recipes addons: Lets you make all of the EyeBot modifications at no cost, with no skill requirements, so you can pimp your EyeBot ASAP. The arious DLC ones do the same for their DLC addons, all in one does it for all of them meaning you don't need the others. Unlike DLC addons, these can be disabled at will.

3. Weightless Misc Items and Weightless Far Harbor Misc Items - Makes all AEC mod items weightless, the various DLC ones do the same for their DLC addons, all in one does it for all of them meaning you don't need the others. Unlike DLC addons, these can be disabled at will.

4. Old World Radio - Boston Addon: Enables quick and convenient playback of Old World Radio - Boston Radio Stations by EyeBots by adding specific tuners rather than having to use the Custom Radio Tuner. I definitely recommend checking OWRB out, it's got a tonne of cool stations and is made by some cool people!

5. Uninstallation-Utility Holotape Re-Adder (Utility, not included in the FOMOD installer): If you've lost your uninstallation holotape and want to uninstall or use the features added in v1.4/v1.5a, you can load this up and it'll add one to your inventory. You can remove it afterwards, make sure to delete it rather than just disable it so the script doesn't linger! Should be placed after th1nkEyebot.esp in your load order (it doesn't have it as a master because that's a pain in the CK and it was easy to do without requiring that). This is also an option if you are using an alternate start mod or other mod that has prevented you receiving the holotape (make sure to read this page thoroughly in that case, particularly the uninstallation section as you will also not receive the warning popup in that case!)

UNINSTALLATION/UTILITY HOLOTAPEAEC's holotape contains numerous functions to attempt to fix issues from bad uninstalls, as well as some other things. It can be made removable via an option inside of it, though you should make sure you don't lose it.

General Functions:Holotape Management: Allows you to change the quest item status of the holotape to make it removable. Don't use it in a terminal, only in your pipboy, or you will get duplicates. You can toggle it via your pipboy again to remove those, though.

Custom Radio Tuner: Allows you to set any followers with a Custom Radio Tuner to play whatever radio station the pip-boy is playing at the time, on the fly.

Bug Fix Functions:These are intended to fix issues from bad uninstalls or other bugs. They are to be used entirely at your own risk and are not guaranteed.

Robot Fixer Item: This will give you items that can be equipped to Automatrons rendered invisible by mods being left attached when the mod they're from is uninstalled. It is only intended to allow you to self-destruct robots as it cannot fix AV changes from mods that were nulled by being there while their esp was removed. I tried to get it to do that, didn't work out (derived stats are The Worst Things). This means that even once this update leaves beta you should still be super careful to remove AEC mods from all bots and ESPECIALLY Ada, Codsworth, Curie and Jezebel and any other non-selfdestruct-able bot before uninstall. All of the debug functions are only intended as last resorts and aren't guaranteed not to break this mod or other mods.

Attempt Robot Workbench Fix: This option will attempt to fix broken menus and race-leg misalignments in the workbench that are caused by improper uninstallation of AEC (and potentially other scripted automatron mods). While intended to prevent messing up other mods, I can't guarantee it won't. You'll also need to save and reload to make the fixes to AEC take effect. I did a quick test with a couple of list edits from a dummy mod and that worked fine but it was only a very small mod. Make sure to wait for the finished notification, this one takes a little while. It won't fix issues caused by improper edits to Automatron's order-critical formlist pairs. If using this to fix a bad uninstall you will need to repeat the uninstallation process, properly this time. Make sure to wait for the completion message!

Combat Detection Module: If your EyeBot has a standard/default protocols package but still isn't detecting and attacking enemies, this can be equipped to them as a substitute, it uses a script with randomisation of whether it will attack a nearby enemy or help the player, based on distance. Don't give this to too many robots at once or it could cause script lag, the script is a little complicated (nothing huge but the most complex thing I've done for sure).

Force Installer: Manually runs AEC's install script, in case that has somehow broken. You should never have to use this with the new installation script, generally if things aren't showing up right you haven't made the .ini edits as per the description (or they've been overwritten/removed at some point - make sure to check!), or your download was bad, or you need to save, load, wait a little and then check again, or another Automatron mod has messed up formlists severely. If you're 100% sure you've done everything right, try it (you'll need to run it each update), if it doesn't work then it almost certainly is the .ini edit not being present. Make sure to wait for the completion message!

For the Force Install, Workbench Unborker and Uninstall options, make sure you wait 5 minutes after loading a game before you use them to ensure the game load scripts have wrapped up.

Uninstallation Stuff:

Check For AEC Mods: This will go through your settlements, current followers and Ada, Codsworth and Curie and check for AEC mods and remove them (replacing the legs/torso with protectron ones if found). It is not guaranteed to work and you should still check each settlement manually, it's just intended to potentially save a little time having to manually replace mods on every single EyeBot if you're going to ignore the warnings below and uninstall. Make sure to wait for the completion message! Also note it won't work if EyeBots are not assigned to a settlement or otherwise outside the conditions above. It *should* work with mod-added settlements as it uses the list automatically maintained by workshopscript but that's no guarantee (I don't have any settlement mods to test with), make sure you double check those.

Uninstaller: See Below.

UNINSTALLATION INSTRUCTIONS - If you desperately want to permanently remove the mod from your gameNOTE: Uninstallation of mods is not supported by Bethesda - they advise against it, and with good reason - Uninstallers Are Not Perfect. Uninstallers Do Not Always Work. No matter what people say, there is always significant risk that even after using an uninstaller your save will still be dirty. You should always revert to a save made prior to installing a mod when uninstalling it - make sure you retain your saves from before installing each mod!I've included the uninstallation section and holotape ONLY because I know that some people won't listen to these warnings and I'm inclined to at least give them at least some chance above 0% of their save not being damaged - if you use it you are solely responsible for what happens. Don't complain to me, don't complain to Bethesda, don't say you weren't warned, don't take this as any sort of endorsement of the practice. Uninstallers are not reliable, they are not perfect, and you should not and cannot uninstall mods willy-nilly, scripted or otherwise.The uninstaller will not fix previously broken uninstalls. Always check the robot workbench is functioning correctly (categories working right, things not able to be used with stuff they shouldn't be) and look around for any invisible/broken robots when you load up a save after uninstalling.

Spoiler:

Show

Uninstallation Process

1. Think VERY hard about whether you truly need to do this. If so, save your game now and if possible back it up externally.

2. Open the [AEC Uninstallation/Utility Holotape]. Make sure to read all information on your pipboy screen from this point on.

3. Select "Uninstallation: Check Settlements For AEC Modded Robots"

4. Select "Check Settlements"

5. Wait for the next screen to come up then exit your pipboy and wait for the completion notifications.

6. Visit each of your settlements and (if they aren't at settlements) wherever Codswoth, Curie and Ada are and any mod-added moddable robots and check that none of your bots have EyeBot Cores or Propulsion Systems attached (and if you gave any Combat Detection Modules, check for those too). Don't forget your provisioners!

7. Save your game, then open the Uninstallation/Utility holotape again, go to "Uninstallation: Uninstall Automatron EyeBot Companions". As a side note, don't run the uninstaller right after loading a game, wait at least 5 minutes (and avoid any eyebots getting into combat.

8: Read the instructions and warnings, then click "Uninstall".

9: Wait for the completion notification to appear, save your game and exit.

10: After exiting, DELETE Automatron EyeBot Companions - make sure to remove all of its files (especially the scripts).

11: Load up the game and check the workbench works correctly – menus work right, movement styles change correctly with different legs, parts that shouldn't be usable together aren't usable together.If any of these things happen you'll have to revert to the save you made before using the uninstaller and try again, reading the instructions more carefully this time.

To be clear, none of this is needed for updates (where you uninstall one version and install a new one without loading/saving a game in between), or when repairing an installation that hasn't installed all of the files. It is only needed when you are loading a save that was made with the mod installed without having the mod active. If you have to test mods via process of elimination, back up your save first!

VIDEOSSome lovely people have been kind enough to make some lovely videos about my mod. Here's a small selection (sorry if yours wasn't included, it's not that I didn't like it, I've not seen a video of my mod that I haven't loved, I just only have so much space)

COMPATIBILITYNow that I've changed to scripted formlist edits, the mod should be compatible with most other Automatron mods in terms of things showing up right, unless their mod's edit timing clashes with mine. Mods that edit the vanilla assets it references (projectiles, any eyebot files, etc etc) may cause problems if they're really drastic, but generally shouldn't. Also, mods that add arms and hands may cause issues where the hands remain in the inventory after changing to the EyeBot thruster, causing it not to attack due to lacking animations for those weapons. Make sure you manually remove the hands before switching to the EyeBot Thruster if you have mods that do that.

It will have issues if modders incorrectly edit Automatron formlists that are compared to another formlist to align things, such as RobotWorkBench_RaceChangeModList and RobotWorkbench_RaceList - for reference, these never need to be edited unless you are adding an entirely new race to Automatron. Doing so will also break any merged patches users make unless they remove the incorrect edit themselves. If you open up other automatron mods in FO4Edit and look at the order specific lists mentioned in the next section, those paired (with an & between them) should have the same number of entries. If a mod has made them uneven, you will need to contact the author of that mod to fix it or manually remove the edits yourself (if they lack an entry in the other list in the pair then they're not doing anything anyway).

Alternate Start Mods: While I've altered my script for v1.6a to attempt to work around this (you should receive the holotape and first install warning a little later) and tested it with the two main alternate start mods, if you don't receive the warning and holotape, read the uninstallation section here and use the uninstallation-utility holotape re-adder addon to get that.

Other mods that do things at game start: While I think my script should now be pretty safe, it's always possible that someone will somehow manage to trigger things too early or mess it up. If new games aren't starting properly and disabling AEC fixes it, post a list of the mods you're using in the thread (please mark any you think might be doing things at startup or anything with heavy scripting) and then simply disable AEC, start a new game, save, and then install it (or if you're a new user, wait until you start automatron so you can test it ASAP and decide whether or not you want to use it).

NOTES FOR OTHER MOD AUTHORSAt the risk of sounding patronising, if you're using scripts to edit Automatron's formlists (and you probably should be with console mods coming), there are a few scripts that need to keep things in the right order. This mod edits DLC01Workbench_ExclusionList & DLC01Workbench_RemovalList, DLC01WorkbenchRobotTopListSublist & DLC01WorkbenchRobotTopList and RobotWorkbench_RaceChangeModlist & RobotWorkbench_RaceList, which are all order-critical (in their pairs, and this also means you absolutely must not edit one of the pair without editing the other or you WILL break compatibility with AEC and any other scripted installation mods unnecessarily). I use a delay on mine, and it only modifies them after the initial install if my entries aren't in corresponding positions, but either way our mods shouldn't edit them at the same time. I've included a few trace lines in my script to indicate when things happen for this purpose - all edits to these formlists occur between the lines "Automatron EyeBot Companions order-critical formlist edits started" and "Automatron EyeBot Companions order-critical formlist edits completed". If you do the same with yours you should get an idea of whether they'll clash or not. Keep in mind that my script will take different amounts of time to do its checks/make its changes depending on whether it's already done the initial install or not.

Script Sources:I've included sources for all of my scripts, most of which are annotated to varying degrees. You are welcome to use them without asking permission, as long as said usage is in line with any overarching conditions I place on usage of assets/contents etc (i.e. not for a paid mod). Credit isn't necessary (aside from the Combat Detection Sub script because it was a lot of work) but I'd definitely appreciate it, even if it's just a mention in a comment in the script itself (assuming the source is included in your download).

BUGS

EyeBots walk off during dialog, especially hiring dialog. Not sure why this is, probably a package thing. Select a slower thruster upgrade so it doesn't move away as quickly, remod it once it's added, or just keep trying and walking with it.

Impact decals on the M.I.L.A. Frame outline the invisible-textured Core/Thruster. There's no convenient way to have the small size and no visible torso clipping that works well aside from the way I've done it that I know of (setscale effects cause even more problems) so it's a side effect that's gonna stay around. Just try to ignore it or use another frame.

WARNING:While this mod was made using FO4Edit and the CK, I take no responsibility if this destroys your save, your computer or your life, gets you arrested, causes a nuclear holocaust or anything else. I hope it doesn't though.

Also don't download this mod from any site other than this page, Bethmods (my username there is also th1nk, report uploads from other users if you see them, if/when Beth have fixed that functionality), or pages listed in the Translations tab.